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Question by Jkight1212 · Oct 18, 2018 at 06:32 AM · cameratopdown

How can I make my camera follow the mouse but still follow my player.

I'm trying to write a script where the camera will stay centered on the player, but then when the player holds shift it'll become a free camera following the mouse. My script has two problems (they seem related), first is that I have my camera not perfectly top down, but at a slight angle, the free camera won't look as far backwards as forwards. The second is that if the player moves. the free camera won't be able to look as far in the direction the player moved in, so that eventually the player is not even on the screen.

As soon as I release shift the camera works perfectly.

Here is my code (for the camera).

 // Controls the movement of the player's camera.
 using UnityEngine;
 
 public class CameraControl : MonoBehaviour {
 
     public Transform target;
     public float smoothing = 5f;
     public float zoomSpeed = 1;
     public float maxZoom = 30;
     public float minZoom = 5;
 
     Vector3 offset;
     int floorMask;
     float camRayLength = 100f;
 
     // Initialization of variables.
     void Awake()
     {
         floorMask = LayerMask.GetMask("Floor");
         offset = transform.position - target.position;
     }
 
     // Game mainloop.
     void FixedUpdate()
     {
         float scroll = Input.GetAxis("Mouse ScrollWheel");
 
         Zoom(scroll);
         if (Input.GetKey(KeyCode.LeftShift))
         {
             FollowMouse();
         }
         if (Input.GetKeyUp(KeyCode.LeftShift))
         {
             Center();
         }
         else
         {
             FollowPlayer();
         }
     }
 
     // Increases or decreases FOV when the mouse scrollwheel is used, up to a certain minimum and maximum.
     void Zoom(float scroll)
     {
         if (scroll > 0 && offset.y > minZoom)
         {
             offset = new Vector3(offset.x, offset.y - zoomSpeed, offset.z + zoomSpeed / 2);
         }
         if (scroll < 0 && offset.y < maxZoom)
         {
             offset = new Vector3(offset.x, offset.y + zoomSpeed, offset.z - zoomSpeed / 2);
         }
 
     }
 
     // Places the camera halfway between the mouse and the player.
     void FollowMouse()
     {
         Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit floorHit;
 
         if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
         {
             Vector3 mouseLocation = floorHit.point - transform.position;
             mouseLocation.y = 0f;
 
             Vector3 targetCamPosition = mouseLocation + offset;
             transform.position = Vector3.Lerp(transform.position, targetCamPosition, smoothing * Time.deltaTime);
         }
     }
 
     // Centers the camera onto the player.
     void Center()
     {
         transform.position = Vector3.Lerp(transform.position, offset, smoothing * Time.deltaTime);
     }
 
     // Sets the camera to follow the player.
     void FollowPlayer()
     {
         Vector3 targetCamPosition = target.position + offset;
         transform.position = Vector3.Lerp(transform.position, targetCamPosition, smoothing * Time.deltaTime);
     }
 }

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